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The scripting looks well done, and the story definitely sounds alluring. I'm a bit worried about the mapping and the tiles though, the map you posted here has a number of no-nos, such as simple paths, blocks of trees and narrow pathways. The multicoloured tress also look off.

Wish you all the best, maybe consider some new tiles, and with it some edits to your current outside maps.

Could you elaborate a little more for me, giving a description of what you mean by simple paths? I am trying to add as much detail as possible to have it look more realistic, are you saying I should add more grass tiles? As for the block of trees, I can't really see what you mean because the entire map is pretty much just trees, simply because you arrive on shore, and you go into a forest where I wanted it to have a lot of trees and very little spacing for the pathways because it's suppose to be that no one has been there before. As for the trees, I agree with the colors looking a little off. Do you think I should change the colors of them or just use new trees in general?

Hope this helps I've circled some things and been a bit more helpful, hopefully

Spoiler:

1. Something I didn't spot originally, your mountains are not level. If you look at the section I have circled it somehow overlaps the rest of the mountain, but meets the ground at the same place. When doing mountains the best thing to do is to map layer-by-layer, to help avoid this. You might also want to make the edge of the mountain more jagged, less uniform and straight to give it a more natural look.

2. I've circled some of the long grass, this type of grass does not match the map, imo. It's normally used in wet environments (so, near water) and should be used en mass rather than small patches. Stick with small grass for this map.

3. I've circled one of the pathways. If you look here you can see that (a) the path is narrow almost constantly 1.5 blocks, as the tops of the trees cover some of the bottom. The best thing to do would to make it more irregular and also one tile wider. (b) the majority of this map can be transversed by holding down a button - especially this circled big, it's one straight line.

4+5, on the right hand side, link back to these trees. For one thing, the two types of tree you have at the bottom do not mesh well together - one is a large tree, the other is a smaller, mangrove shrub thing. I would recommend sticking to the larger tree - another flaw with the smaller, R/S tree is how bad it looks when you have them linked together - it makes anything past the first layer look like a carpet of trees and exceptionally boring.

I'm afraid it's been a while since I've mapped, so I don't have any fresh examples, but this map kind of shows a less uniform tree line. Many of the trees are at different levels, there are also 'side' paths (such as a surfable area) and a ledge to mean the map is different depending on your direction.

Generally, I'm curious to see the gameplay's checkpoints. Normally, it's gym battles along with major storyline events. However, in an environment such as the Navy there's a lot to explore like going up in rank or deployment missions. Or, even becoming a SEAL.

Quote originally posted by Tcoppy:

Hey, it's Tcoppy. Uh, I'm on Team Discovery and I thought (with the permission of Le Pug) I would let you in on a very important feature.

This feature is called Level of Will, we call it LOW for short. If you have played Darkcry: Legend of Giratina, it may remind you of Karma.

LOW is, well, throughout the game you will be making a lot choices. The choices you make will change the story a little bit but it will still lead to the same ending, and will give you a reputation. There will be perks. If you have a high LOW (highest level 10), which you get from good choices (usually will +.1 or so points), you will recieve a very special pokemon, you will get pokemart discounts in good villages (which are most of the villages), you will be battled constantly, and the Renegade Company hates you, . If you have a low LOW (lowest level 0), which you get from bad choices (usually will -.2 or so points), pokemarts from bad villages will give you discounts, you will not be battled constantly, and instead of a very special pokemon, you get very special balls that will allow you to catch other people's pokemon. You start out at level 5.

Another thing is that if you fight someone in a bad village and have a high LOW, you will be in transported to a good village. Vice versa if you have a low LOW.

So that's all I'm going to say about LOW so I won't make a mistake a spoil something. Any questions or comments about LOW?

Hope this helps I've circled some things and been a bit more helpful, hopefully

Spoiler:

1. Something I didn't spot originally, your mountains are not level. If you look at the section I have circled it somehow overlaps the rest of the mountain, but meets the ground at the same place. When doing mountains the best thing to do is to map layer-by-layer, to help avoid this. You might also want to make the edge of the mountain more jagged, less uniform and straight to give it a more natural look.

2. I've circled some of the long grass, this type of grass does not match the map, imo. It's normally used in wet environments (so, near water) and should be used en mass rather than small patches. Stick with small grass for this map.

3. I've circled one of the pathways. If you look here you can see that (a) the path is narrow almost constantly 1.5 blocks, as the tops of the trees cover some of the bottom. The best thing to do would to make it more irregular and also one tile wider. (b) the majority of this map can be transversed by holding down a button - especially this circled big, it's one straight line.

4+5, on the right hand side, link back to these trees. For one thing, the two types of tree you have at the bottom do not mesh well together - one is a large tree, the other is a smaller, mangrove shrub thing. I would recommend sticking to the larger tree - another flaw with the smaller, R/S tree is how bad it looks when you have them linked together - it makes anything past the first layer look like a carpet of trees and exceptionally boring.

I'm afraid it's been a while since I've mapped, so I don't have any fresh examples, but this map kind of shows a less uniform tree line. Many of the trees are at different levels, there are also 'side' paths (such as a surfable area) and a ledge to mean the map is different depending on your direction.

Yes, this is very informative and very helpful. Thank you for the time you put in to this and I will definitely be revising the map, possibly changing the ruby trees into new trees (don't really like the ruby trees anyways)

Quote originally posted by dudebot:

Generally, I'm curious to see the gameplay's checkpoints. Normally, it's gym battles along with major storyline events. However, in an environment such as the Navy there's a lot to explore like going up in rank or deployment missions. Or, even becoming a SEAL.

Well I can already go ahead and spoil the fact that we aren't doing gym battles, in the sense that you're not battling just to get badges. Instead of badges, they will be apart of the story and something you NEED to get if you want to get off the land. The quest of the story is figuring out how to get off the land and overcoming any obstacles that are presented to you.

I'm not really sure about going up in rank, though it's a nice idea, but for the story I don't see how it would benefit the player when we already have a leveling system, Level of Will (LOW).

Just so anyone who views this thread, I have made a team recruitment thread for Pokemon Discovery and I am in charge of that thread with some help from Le Pug (NOT THIS THREAD!!).
So expect to see a team thread at team discussions when Dr. Fuji or Gira accept it.

Well I can already go ahead and spoil the fact that we aren't doing gym battles, in the sense that you're not battling just to get badges. Instead of badges, they will be apart of the story and something you NEED to get if you want to get off the land. The quest of the story is figuring out how to get off the land and overcoming any obstacles that are presented to you.

I'm not really sure about going up in rank, though it's a nice idea, but for the story I don't see how it would benefit the player when we already have a leveling system, Level of Will (LOW).

Just so anyone who views this thread, I have made a team recruitment thread for Pokemon Discovery and I am in charge of that thread with some help from Le Pug (NOT THIS THREAD!!).
So expect to see a team thread at team discussions when Dr. Fuji and Gira accept it.

Well if it helps your Navy enthusiasm, I'm actually IN the US Navy so I have a lot of knowledge in that department. Yes, I will be implementing naval terminology every once and awhile and yes there will be naval events. Even more, there will be a lot of sailors you battle since they are stranded on the land too and will do anything to take your food rations!

Quote originally posted by Ssj3 Pikachu:

Are you looking for people to help with this or is it just a thread for discussion?

Oh awesome. I'll probably apply, honestly I've never made one of these before, but its easier to start with some friendly people rather than being clueless alone. If you do accept my help I'll try my best to make it on par with all the other awesome stuff your doing.

Oh awesome. I'll probably apply, honestly I've never made one of these before, but its easier to start with some friendly people rather than being clueless alone. If you do accept my help I'll try my best to make it on par with all the other awesome stuff your doing.

Just gonna go ahead and throw it out there now, there will be some fakemon in the mix, after all.. Each region has their own Pokemon for the most part, and since this is the discovery of Pokemon, I'd feel anything is possible and so it is, but don't worry the Fakemon will look great. Also introducing some pre-evos and evos including: a pre-evo for kacleon, evo for snorlax, Evo for altaria, banette Evo, relicanth Evo, farfetch'd evo, and more to come.

As plenty of others have expressed, I am also interested in seeing where you take this hack.

Out of curiosity, however, and if it isn't too personal, what part of the Navy are you in? I am actually a Boomer vet (King's Bay, GA; USS Rhode Island [Blue]) and it is always interesting to see other service members around these parts.

As plenty of others have expressed, I am also interested in seeing where you take this hack.

Out of curiosity, however, and if it isn't too personal, what part of the Navy are you in? I am actually a Boomer vet (King's Bay, GA; USS Rhode Island [Blue]) and it is always interesting to see other service members around these parts.

Thanks. I have about 35-50 minutes of gameplay including if you talked to every talkable object. Otherwise if you just did the main objectives, I'd say I have about 15-20 minutes of gameplay up to and including your first battle to get your starter Pokemon. My main objective is to get at least 2-3 hours worth of gameplay before I release an alpha. Working in great ideas for the story that I'm doing, as I work 4 hours a day Mon-Fri and in my free time at work, I'm brainstorming and story writing so. I'm hoping you enjoy the story!

It's a hard concept by many thinkers, but I have introduced evolutions to the eeveelutions. If you haven't guessed by now, your first encounter will be with an eevee. Since it'll be a starter, I have decided to give it a third evolution, mega evolution, which I have created for Jolteon, Espeon, Umbreon, Leafeon, Vaporeon, and Flareon. I've decided to keep the ice eevee out of the game, because I'm sorry but water is good enough. They will ALL then have a fourth uniform evolution which can only be obtained through a long legendary questline. Let me know your thoughts on this.

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